Instead of seeking to the very start again when GetSize() is called, seek back to the original position. Also added dedicated methods for seeking put or get instead of using the mode since this is a fstream
Pak files above 4GB caused the async file system to throw an error about failing to load audio banks, removed casts and promoted everything correctly. Also removed irrelevant comments in the public pakfile header.
The printf specifier does not allow limiting buffer reads. Made the FourCCToString more performant by using a fixed size stack array and creating the fourcc into that which we now use to properly print out the asset magic.
Patches can actually use different compression algorithms, but the patch headers must accommodate for pak file sizes properly. One pak could also be compressed while the others aren't if patch headers present correct sizes (both RTech and ZStream)
The pak_decompress callback has been fully moved to a dedicated buffered pak decoder function, also added descriptive error to the buffered pak encode function. Fixed a bug in the streamed pak decoder where the next required streamed buffer size would always be below actually required on any subsequent patch rpaks that are getting loaded. Also fixed assert in Pak_ZStreamDecode, as the inbuf position can equal total streamed size, but shall never exceed it!
Fix bug where even the last path would be processed in the loop, making the return call always return an error as the path would've been created by that time. This ensures that we always return the value returned by mkdir when creating the last path
* Pak_InitDecoder() now takes the output buf and mask as parameters.
* Pak_InitDecoder() checks if provided masks are a power of 2 (required).
* Pak_ComputeRingBufferFrame() now uses the bit mask instead of modulo to determine # bytes used.
* Fixed a bug where PakDecoder_t::bufferSizeNeeded could be bigger than the file stream, causing a deadlock.
The new decoder can now decode patched and custom rpaks files, all issues so far have been fixed. The code still needs some testing and bench marking to make sure
Must not include pak header size since we parse compressed frame header and determine actual frame size from there, else we get 2 equal number that somehow don't equal (Pak_InitDecoder returns frame size + pak header size)
Allows paks compressed with ZSTD, to be stream decoded at run time. Currently seems to work pretty good, but needs to be further battle tested + cleaned up still.
* Use CThreadFastMutex instead
* Rename ISurface to IDebugSurface to prevent a potential name collision with VGUI's ISurface iface if we ever add it
* Fix race condition when setting CPylon::m_HostIP from materialsystem thread, this has been dispatched to the main thread
* Marked 'pylon_matchmaking_hostname' FCVAR_MATERIAL_SYSTEM_THREAD as we use it in the server browser panel.
Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
Remove workaround that was implemented to counter a crash during the beginning of this project, this issue was long solved but the workaround was never removed. Clearing the last precached VPK name prevents the engine from helping other threads to properly unload existing handles, if at all.
* split rtech_game and rtech_utils cpp files into multiple files
* rebuilt several large pak load routines for debugging and custom implementations
* moved rson code to rtech_game
* reworked and improved engine and sdk pak precache system
* reversed more of the jobthreads system
Improve linker performance by either enabling GL and LTGC on certain projects at the same time, enabling it for all projects, or disabling it all together
Make sure the VPK header is always initialized to 0 instead of actual values, as otherwise it would cause the reader to succeed on truncated files if at least the first byte matches that of the VPK magic. This also lead to the simplification of the tree header writer; instead of writing the tree size apart from the header, write the whole thing at once.
* Fix multiple issues related to threading, such as not locking the mutex when using thread-unsafe members or methods.
* Netconsole now logs its output to a file on the disk.
* Properly handle close events, to allow netconsole to shutdown properly, so stuff like log buffers could flush properly. Input is now ran in a separate thread so main thread could check if we need to shutdown, and do so if needed. This was needed as previously input was ran in the main thread and the issue is that its blocking until an input is given.